NAB
Most consumers don’t have a clue what the metaverse does,
but that doesn’t stop marketers, VCs, research companies — or anyone with a
stake in its success — from considering it a done deal.
Article here
A study from Talent agency UTA and production company Vox
Media surveyed more than 4,000 internet users and found that nearly half of
them (48%) knew “nothing” about the metaverse, but that 68% of them (and 88% of
Gen Zs) “have actually participated in immersive metaverse activities” such as
Fortnite or Roblox.
Those percentage figures don’t match, but Tubefilter’s Sam
Gutelle suggests the truth is that some people don’t realize they’re
already engaging with the metaverse. A lot of Web3 development is occurring
inside of popular video games like Roblox and Fortnite, so a significant number
of consumers can embrace the metaverse while playing the games they already
love.
On the other hand, the truth could be that consumers don’t know they in the
metaverse because they are not in fact in the metaverse. They are participating
online in a multiplayer game that has been rebranded as the “metaverse” only in
the last two years by a variety of vested interests from entertainment
companies to brands to big tech in an attempt to gouge more data and sell us
back more things we don’t want (like digital collectables).
UTA, for instance, has inserted a data point that found the
vast majority of the surveyed people (88%) saying they would be interested in
entering a new metaverse space if it was centered around a celebrity they
admire. (Guess who “owns” the celebrities?)
What’s more, apparently the thing people want most is access
to “live” events, with 64% saying they enjoy attending events without having to
leave their home.
“What this study reveals is that creators and brands who sit
idly awaiting some ‘golden moment’ when the metaverse ‘arrives’ do so at their
own peril,” said Joe Kessler, partner and head of UTA IQ, in a statement. “In
fact, the metaverse won’t present itself in a singular moment. It’s here now,
and it’s the latest stage of the ever-accelerating evolution of media
consumption and engagement, one in which consumers — especially young ones —
can experience truly immersive interaction inside the digital environments they
inhabit.”
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